CHAPTER 5PRESTIGECLASSESEL 11: Kulya Vashkarath is a luckstealer who travels in thecompany <strong>of</strong> halfling burglars (see page 182), taking whateverwealth isn’t nailed down. The burglars give generously towhatever halfling caravan they’re traveling with, and theywaste the rest <strong>of</strong> their ill-gotten gains on dissolute livinguntil the next caper comes along.Kulya Vashkarath: Male halfling sorcerer 6/luckstealer3; CR 9; Small humanoid; HD 9d4+9; hp 33; Init +3; Spd 20ft.; AC 14, touch 14, flat-footed 11; Base Atk +4; Grp –2; Atkor Full Atk +4 melee (1d3–2/19–20, masterwork dagger) or+9 ranged (1d3–2/19–20, masterwork dagger); SA spells,curse <strong>of</strong> the fatespurned; SQ halfling traits, subtle magic; ALCN; SV Fort +4, Ref +4, Will +9; Str 6, Dex 16, Con 13, Int12, Wis 10, Cha 19.Skills and Feats: Bluff +6, Climb +1, Concentration +12(+16 casting defensively), Hide +7, Jump –5, Listen +1, MoveSilently +5, Pr<strong>of</strong>ession (gambler) +12, Spellcraft +12; CombatCasting, Dallah Thaun’s Luck, Dodge, Mobility.Languages: Common, Halfling; Gnome.Curse <strong>of</strong> the Fatespurned (Sp): As a move action, Kulyacan steal a bit <strong>of</strong> a foe’s luck for himself, bestowing a –2penalty on attack rolls, saves, ability checks, and skill checksfor 1 minute (Will DC 17 negates). The curse has a range <strong>of</strong>60 feet. Break enchantment, limited wish, miracle, remove curse,or wish removes the effect.Whenever Kulya successfully uses curse <strong>of</strong> the fatespurned,he gains 2 points for his luck pool. He can spend pointsfrom his luck pool on a 1-for-1 basis to gain a luck bonuson any attack roll, ability check, skill check, or savingthrow roll he makes. Unspent points remain in his luckpool for 1 minute. He can’t have more than 4 points in hisluck pool at a time.Subtle Magic (Su): If a divination is attempted against one<strong>of</strong> Kulya’s spells, the caster <strong>of</strong> the divination must succeedon a DC 21 caster level check (1d20 + caster level) .Sorcerer Spells Known (6/7/7/6/4 per day; caster level8th): 0—dancing lights, detect magic, ghost sound (DC 14),mage hand, open/close (DC 14), prestidigitation (DC 14), readmagic, touch <strong>of</strong> fatigue (+3 melee touch, DC 14); 1st—disguiseself, expeditious retreat, mage armor (DC 15), magic missile,shield; 2nd—cat’s grace (DC 16), spider climb (DC 16), web(DC 16); 3rd—lightning bolt (DC 17), suggestion (DC 17);4th—dimension door (DC 18).Possessions: 3 masterwork daggers, cloak <strong>of</strong> Charisma +2, wand<strong>of</strong> invisibility (30 charges), wand <strong>of</strong> scorching ray (20 charges),scroll <strong>of</strong> teleport, scroll <strong>of</strong> mind fog, potion <strong>of</strong> cure moderatewounds, potion <strong>of</strong> fly.RUATHAR“If you agree to leave the land west <strong>of</strong> the Dursar River unsettled,the elves <strong>of</strong> Veldiri will give you leave to settle in the eastern forestand answer any call for their aid, should you need it. On this matterI can speak for the Veldiri.”— Johdur Ter Harak, elf-friend <strong>of</strong> VeldiriAlso known as “elf-friend” or “star-friend,” a ruathar is a person<strong>of</strong> some other race who has earned the special friendship<strong>of</strong> the elven folk. While many individuals who render theelf people some notable service are known as elf-friends, aruathar is truly blessed—the recipient <strong>of</strong> a powerful magicalritual that infuses him with the real and lasting blessing <strong>of</strong>the elf race. The elves extend the invitation to become ruatharsto very few individuals indeed, but those so honoredhave a home among the elf people for the rest <strong>of</strong> their daysif they so desire.Elves can become ruathars, but such characters are somewhatunusual. An elf becomes a ruathar when he rendersa great service to an elf realm that is not his homeland, orwhen one or more <strong>of</strong> his nonelf companions receive thehonor in recognition for a deed he also shared in. When anindividual elf is singled out for this kind <strong>of</strong> recognition inhis homeland, he is usually called “star-friend” rather than“elf-friend.”BECOMING A RUATHARRuathars are expected to be capable <strong>of</strong> serving as defenders <strong>of</strong>the elven people. While many elf-friends render elves service<strong>of</strong> great importance through feats <strong>of</strong> diplomacy, invention,gift giving, or compassion, only those who are willing andable to hazard their lives side-to-side with elf warriors aremade into ruathars. Therefore, elves must find some basiccompetence with blade or spell in a potential ruathar beforethey consider bestowing the honor <strong>of</strong> the ritual. Ruatharsmust be noteworthy examples <strong>of</strong> elven values, so they are<strong>of</strong>ten particularly keen-eyed, magically skilled, or wellspokenindividuals.Entry RequirementsBase Attack Bonus: +6, ORSkills: Any skill 9 ranks, ORSpells: Ability to cast 3rd-level spells.122Table 5–4: The Ruathar Hit Die: d6BaseAttack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting1st +0 +0 +2 +2 Word <strong>of</strong> friendship, gift <strong>of</strong> the elves +1 level <strong>of</strong> existing spellcasting class2nd +1 +0 +3 +3 Low-light vision, elfwise +1 level <strong>of</strong> existing spellcasting class3rd +2 +1 +3 +3 Star blessing, Arvandor’s grace +1 level <strong>of</strong> existing spellcasting classClass Skills (4 + Int modifier per level): Concentration, Craft (any), Diplomacy, Handle Animal, Hide, Knowledge (all skills,taken individually), Listen, Move Silently, Pr<strong>of</strong>ession, Search, Sense Motive, Spellcraft, Spot, Survival.
Special: In addition to meeting one <strong>of</strong> the threerequirements given above, you must have performed agreat service to an elf community, such as participatingin the defeat <strong>of</strong> a monster <strong>of</strong> at least CR 10, recovering avaluable elven magic item, or risking death in order to savean elf’s life.CLASS FEATURESYou continue to improve both your skill at arms and yourspellcasting abilities as you advance in level.Weapon and Armor Pr<strong>of</strong>iciency: You receive MartialWeapon Pr<strong>of</strong>iciency as a bonus feat. You can choose thelongsword, rapier, longbow (including composite longbow),or shortbow (including composite shortbow). Other thanthat, you gain no pr<strong>of</strong>iciency with any type <strong>of</strong> weapon,armor, or shield.Spellcasting: At each level, you gain new spells perday and an increase in caster level (and spells known, ifapplicable) as if you had also gained a level in a spellcastingclass to which you belonged before adding the prestige classlevel. You do not, however, gain any other class feature acharacter <strong>of</strong> that class would have gained. If you had morethan one spellcasting class before becoming a ruathar,you must decide to which class to add each level for thepurpose <strong>of</strong> determining spells per day, caster level, andspells known.Word <strong>of</strong> Friendship (Sp): You learn a short magicalphrase that identifies you as a ruathar. While anyone canlearn to mouth the words <strong>of</strong> the phrase, only ruathars aretaught the magical key that makes the phrase more thanjust a few words in Elven. This is a sonic, language-dependenteffect and is equivalent to a 1st-level spell. The word <strong>of</strong>friendship does not influence the hearer’s mind in any way,but all elves know that only ruathars are taught it. Elvesaddressed in such a fashion generally begin with an attitude<strong>of</strong> friendly or helpful toward you, unless you are obviouslyengaged in an evil act.Gift <strong>of</strong> the Elves: During the ruathar ceremony, you aretraditionally presented with a gift <strong>of</strong> elven magic to aid youin your travels. This gift takes the form <strong>of</strong> any one <strong>of</strong> thefollowing items: boots <strong>of</strong> elvenkind, cloak <strong>of</strong> elvenkind, elvenchain, a +1 rapier, a +1 longsword, or a +1 composite longbow(Strength bonus up to +4, as appropriate for you). Theelves provide whatever gift they deem most useful to you.If the gift is lost or destroyed, you do not receive anotherone. While you are free to give away or sell the gift, goodmanners dictate that the gift <strong>of</strong> the elves should be keptand treasured.Low-Light Vision (Ex): At 2nd level, you gain low-lightvision. You can see twice as far as a human in conditions <strong>of</strong>dim illumination. If you already have low-light vision, yougain improved low-light vision, and you can now see fourtimes as far as a human in conditions <strong>of</strong> dim illumination.Elfwise (Ex): At 2nd level, you gain the uncanny visualacuity and senses <strong>of</strong> the elves. You gain a +2 bonus on Search,Spot, and Listen checks. (These bonuses stack with an elf’sracial bonuses.)Star Blessing (Su): At 3rd level, you gain a +1 sacred bonuson attack rolls and saving throws while under the night sky(above ground and outside during nighttime).Arvandor’s Grace (Ex): When you reach 3rd level, thelove <strong>of</strong> the elven folk actually changes you, instilling in youa glimmer <strong>of</strong> elven agelessness. Your racial life span and thelower limit <strong>of</strong> each <strong>of</strong> your age categories increase by 50%.If this change places you in a younger age category than youformerly occupied, you retain any ability score bonuses andpenalties you previously gained for aging—your aging effectivelystalls until you cross a threshold into an age categorythat’s new to you.For example, a human normally reaches middle age at 35,old age at 53, and venerable age at 70, and his maximum ageis 2d20 years beyond that. A 3rd-level human ruathar reachesmiddle age at 52, old age at 79, venerable age at 105, and hasa maximum age <strong>of</strong> 3d20 years beyond that. If a 40-year-oldhuman became a 3rd-level ruathar, his age category wouldrevert to adult. He would retain the –1 penalty to Strength,Dexterity, and Constitution he took when he previouslyentered middle age at age 35, as well as the +1 bonus to Intelligence,Wisdom, and Charisma he previously received. Hewouldn’t age further until age 79, when he would receive thebonuses and penalties for old age.Even elf ruathars can receive Arvandor’s grace; suchcharacters are astonishingly long-lived.PLAYING A RUATHARYou have earned a special trust that very few nonelves everreceive. Above all else, you want to live up to that trust andmake sure that you never abuse it. It’s very likely that youalready carry yourself with at least some amount <strong>of</strong> grace,compassion, and wisdom. After all, if the elves did not seein you many <strong>of</strong> the values and character traits they holdpraiseworthy, they would not have named you a ruathar.In dealing with others, be patient and consider longtermrepercussions. As a ruathar, your actions reflect onthose elves who honored you as an elf-friend. Do not givehasty answers or act rashly. You believe, as do the elves,that many problems are only worsened by taking a quickand ill-considered response today, when a better answermight become apparent with a little time. Don’t be afraidto stop and ask yourself: What would my elf friends wantme to do now?While you admire elven ways and seek to emulate elves inmany respects, one <strong>of</strong> the things that your elf comrades mostadmire in you is the fact that you are not an elf. You <strong>of</strong>tenthink <strong>of</strong> things that would never occur to elves, and sometimessee answers to problems that elves might otherwisemiss. You are at your best when you combine your knowledgeand respect for elven ways with the particular viewpoint <strong>of</strong>your own race.CombatYour character’s strengths and weaknesses remain largelyunchanged by taking ruathar levels. If you were a skilledCHAPTER 5PRESTIGECLASSES123
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C R E D I T SD E S I G NSKIP WILLIA
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no elf could predict which memory w
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premium. Thus, each individual can
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The elves have raised one form of e
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do spend time away from one another
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espects during this time, and those
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Stores Master: Charged with keeping
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would be the birthright of any full
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of feet above the forest floor. Mos
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Cleric Training: More than any othe
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ELF HISTORYAND FOLKLOREThe elves cl
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along with her son Hionyron, who wa
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and return her to her people.” In
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Table 1-3: Suffixesd% Suffix Meanin
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CHAPTER 1ELVES34tri-level tree home
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Illus. by C. Lukacsurious and activ
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the reason for the farmer’s hospi
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Halflings make a visitor feel welco
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Halflings are usually pleasant trav
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Halflings are as eager to experienc
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A chief or elder heads each clan, c
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CHAPTER 2HALFLINGS50away from their
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CHAPTER 2HALFLINGS52Illus. by S. Wo
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CHAPTER 2HALFLINGS54to tell how lon
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CHAPTER 2HALFLINGS56the underbrush
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CHAPTER 2HALFLINGSIllus. by T. Baxa
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CHAPTER 2HALFLINGS60Donta muden sit
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and one or more bedrooms. All have
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Illus. by C. Lukacshe cliff-dwellin
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Personality: Raptorans have a reput
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PSYCHOLOGYSome outsiders who have h
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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2nd-Level Ranger SpellWoodland Veil
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WOODLAND VEILIllusion (Glamer)Level
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CHAPTER 8CAMPAIGNS INTHE WILD178THE
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILD182(lo
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CHAPTER 8CAMPAIGNS INTHE WILD184Ski
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CHAPTER 8CAMPAIGNS INTHE WILD186Tab
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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APPENDIX19261 Guards are needed to
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2THE CLIFFThe Rifinti dwelling lies
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supplies for craftwork. Lamps fuele
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Nae’fidrim: Female owl companion;
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Creatures: A cleric is always on du
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cloak of elvenkind, oil of magic we
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aptoran contraries. If visitors can